
February
2004
THE FUTURE OF GAME DEVELOPMENT:
NEW SKILLS AND NEW ATTITUDES
PART 1: MOBILE GAMES
By Marc Mencher
As games gravitate online, integrate the use of new
peripherals, and are programmed for a wider array of
mobile platforms, the skill sets required to build and
market those games will, in many respects, differ
greatly from past and present skill set expectations.
Whether you are currently working in the industry or
looking to get in, you need to know the skills required
to build the next generation of games. And for those who
don’t build the games, but, rather, build the business,
what skills will game companies be looking for from its
marketing, PR, and finance specialists? This series of
articles will address what you need to know, how you go
about acquiring that knowledge, and how best to apply it
to your career. You will also get an inside view of how
the industry’s biggest employers plan on maximizing
efficiencies within their own organizations. Who will be
hired? How will employers train current employees to
assume new responsibilities? And what skills will they
be looking for to support the increased number of
multiplayer and persistent world games on their
production and development schedules?
The industry has come a long way in a short period of
time, and advances and changes continue to happen at an
ever increasing pace, but with a little effort and
direction you can definitely keep up. The first part of
this series will overview mobile games, just one of the
"hot" areas of game development, with tips on what
skills you need to know as a programmer, artist, or
designer, and go-to resources for getting your own skill
set up to par.
MOBILE GAMES
Why is this a "hot" area? Take a quick glance at the
upcoming list of industry events, and the impact of
mobile games is readily apparent. Not only is the Game
Developers Conference again presenting "GDC Mobile", but
other big mobile game events on the horizon this year
include the "Mobile Entertainment Summit" at
CTIA WIRELESS 2004, the Games and Mobile Forum,
and iWireless World just to graze the very tip of the
iceberg.
The appeal of mobile game development is fairly
obvious. The team size is typically a fraction of the
size of a typical development team, the development
cycle is a few months versus a few years, and the budget
is generally less than $60,000 in contrast to more than
$1,000,000. Moreover, phones are portable, networked,
and more than one billion mobile phones are in use
today. Whether mobile games will prove to be everything
they’ve been hyped to be remains to be seen, but, for
now, mobile games are hot and, consequently, so are
those people with the skills to make them.
Getting Mobile
Games developed to run on mobile or "cellular"
phones are typically referred to as mobile games or, in
many instances, wireless games. Unlike those games
already embedded on your phone, this area of game
development more directly refers to downloadable games.
Mobile games also include SMS (Short Message Service)
games which deliver short text messages from one phone
to the other. Further, according to Nokia, just about
every phone shipped since 1999 includes a Wireless
Application Protocol (WAP) browser. Very simply put, WAP
games are played by going to the game provider’s URL to
download and view pages. For purposes of this article,
however, SMS and WAP will not be addressed.
Rather, the hot area now for mobile game development,
and for the foreseeable future, is mobile games
developed on platforms such as BREW and J2ME, as will be
discussed in greater detail, below. Briefly, BREW
(Binary Runtime Environment for Wireless) is a platform
that allows for several different languages to work with
a mobile device, including C++, Java, XML, Flash, etc.
Similarly, J2ME (Java 2 Micro Edition) has a set of
specifications that allow for a subset of the normal
Java classes to work with a particular group of devices.
Not all aspects of the language are supported, however,
and different devices expose different capabilities for
each. These tools give mobile game programmers an
interface to the hardware just like other SDKs (Software
Development Kits) such as the PS2 API (Application
Programming Interface).
Defining the required skills for mobile game
development can be a bit tricky as there is a current
lack of standards for both hardware and software
platforms. Moreover, some understanding of the
ever-evolving hardware market is essential in making
decisions related to the capabilities of handsets and
which handsets to support. In July 2001, Ericsson,
Motorola, Nokia and Siemens, founded the
Mobile Games
Interoperability Forum (MGIF)
to define mobile games interoperability specifications
and API in an effort to allow game developers to produce
and deploy mobile games that can be distributed across
multiple game servers and wireless networks, and played
over many different mobile devices. The aim of the
initiative is to specify a global standard and to
develop certification procedures to encourage wide
adoption of the standard. Nevertheless, as Eric Low
explains in his article,
Chaos in the Value Chain:
Non-Traditional Paths to Market for Wireless Games,
there are currently over 100 models of game-capable
phones on the market and a myriad of development
platforms.
Because the mobile environment is platform driven,
the industry is seeing now, and can expect, in addition
to J2ME and BREW, a much more advanced class of middleware
than what the PC market typically sees. Companies such
as Nokia, Siemens, Motorola, and Sony Ericsson will be
the catalyst for bringing stakeholders -- that is,
mobile phone manufacturers, distributors such as Verizon,
Sprint, Cingular, etc., as well as the content
developers or, in other words, essentially everyone in
the value chain -- to a standard, promoting that
standard among handset manufacturers, and providing the
development communities with licensable middleware. The
issue will undoubtedly become whether the stakeholders
building the standard can accurately assess the real
needs of the gaming consumer.
As is usually the Darwinian case, certain of the
species have risen to the top. Today, the most common
mobile game platforms are Java and BREW. Symbian, as Low
further explains, a platform supported by Nokia, the
market leader in handsets, has gained significantly more
traction in Europe than the U.S. That trend may not last
for long, however. Games developed on the Symbian
platform that demonstrate the advanced capabilities of
Nokia phones make Nokia a friend of the developer and
may be an entry point for developers to reach carriers.
Key Skills and Resources for Mobile Game Programmers
As always, the best way to keep up to date with
current job skill requirements is to look over job
listings. Check the website of your favorite developer,
this publication has ongoing job postings as well, or
check the sites of recruiters such as GameRecruiter.com
who tend to have dozens of listings of a wide variety.
The following is a job listing posted on January 15,
2004 for a mobile game programmer:
Wanted: Game Programmer for Mobile Phones
Want to make BREW and J2ME games for
current and future generation mobile phones? We are
looking for a bright, enthusiastic, talented
software programmer to join our experienced team of
mobile phone game developers. Our ideal candidate is
a self motivated team player, with strong Java and
C/C++ skills (J2ME and BREW game development
experience is a plus!). They should have client and
server side experience, and a work ethic like a
steel bear trap. The Game Engineer will be
responsible for porting and programming (client and
server side of) games on current and future
generation mobile phones.
Java and J2ME: Invented by Sun Microsystems in
1995, Java technology lets devices of all kinds run
different kinds of program. Today, Java technology is
embedded in approximately 150 million mobile phones
allowing the user to view and choose from a list of
applications, games, and services. The application is
then sent over the air to the handset, where it is
installed and instantly available to use.
J2ME is a form of the Java language that is optimized
for small devices such as mobile phones. J2ME is limited
by comparison to desktop Java, but it significantly
improves the ability of mobile phones to support games.
While it is not the only interpreted language deployed
on phones, it has become an industry standard backed by
many of the big manufacturers and, therefore, knowledge
thereof is becoming increasingly important.
BREW: Qualcomm’s BREW is not only a C/C++ API for
the mobile phone platform, it is also a certification
and distribution model for getting mobile phone
applications out to your audience. While Java, at this
point, is the more widely used platform, as it is also
an open platform, it provides less developer support.
Further, as there are many varieties of Java from which
to choose, the code doesn’t always work when porting the
game to multiple versions. However, Java returns more
revenues to the developer. BREW, on the other hand,
provides developers with more end-to-end support and
billing functions. But with more support for developers
comes a lower percentage of revenues back to the
developer. Projections have more than 500 million BREW
handsets in the market by 2008.
Symbian OS: To this point, the Symbian OS has
been more popular in Europe, but this may be changing.
According to the latest
Canalys report
over 2 million Symbian devices shipped in Q4 2003. In
his article,
Enabling Technologies for
Mobile Gaming,
Jouni Paavilainen explains that Symbian OS is becoming a
standard operating system for "smartphones", as the
device manufacturers supporting Symbian have taken
decisive steps to ensure that the installed base of
terminals with Symbian OS is as large as possible. To
date, Symbian has been implemented or licensed by the
majority of manufacturers, representing more than 70% of
all cell phone makers.
Further, as Nokia’s N-Gage is based on the Symbian
OS, this allows game developers to start developing
games for Symbian phones and move on to N-Gage game
projects smoothly because the underlying technology and
development tools are similar. As with BREW, the
programming language typically used for Symbian OS is
C++.
OpenGL ES: Across the platform board, many game
programming jobs require OpenGL experience and, in this
regard, mobile games are no different.
OpenGL ES
brings advanced 2D/3D graphics capabilities to a wide
variety of mobile devices, appliances and embedded
displays. This standardized version of OpenGL for mobile
platforms, OpenGL ES, is a low-level, lightweight API
for advanced embedded graphics using well-defined
subsets of OpenGL.
Mophun: While the need for experience with
Mophun
could currently be characterized as "low", this may be a
platform to watch. Created by Synergix Interactive,
Mophun is a software based gaming console for mobile
devices.
Sony Ericsson
was the first manufacturer to integrate the Mophun games
engine in its phones. For small developers, getting in
on some of these niche markets, such as developing games
for Mophun, could be a good idea. There are a few people
out there who would love to see this on a resume.
Platform considerations and C++ knowledge aside,
programming for mobile games requires additional skills.
As Jason Lam, in his article
Considerations for Mobile
Game Development
explains:
"In the mobile world where memory is expensive it is
best to avoid using several objects unless truly
necessary…This may sound easy, but trust me for those of
you who are use to separating tasks into several objects
and heavily rely on patterns will find reverting back to
a more procedure way of development a challenging thing
to do."
In a nutshell, due to the platform limitations, it is
vitally important for programmers to be able to write
efficient and compact code, and a good understanding of
the language features (C/C++/Java) is valuable.
Key Skills for Mobile Game Artists
Do the skill sets for mobile game artists differ
significantly from other platforms? What’s the
difference between painting on a wall and painting on a
stamp? Artists, nevertheless, will typically see the
same skill sets required as on other games, with the one
notable exception of a slight more emphasis on 2D
skills.
Indeed, the technologies employed in creating mobile
games from the art side are fairly straightforward. The
most essential software application has been, and will
continue to be, Photoshop. From there, programs
such as Debabilizer for creating and matching
image color palettes equal to or less than 256 colors
are very important. In the next few years, Debabilizer
will become less important as mobile devices continue to
move toward hi-color displays, then true color. The only
other 2D application that is regularly used is Paint
Shop Pro but it tends to be more popular with
programmers than artists.
Currently the mobile industry is really starting to see
its first true 3D games, but the tools for those types
of games are fairly limited. Eric Seiler of
Monkeystone Games,
developers and publishers of mobile games, including
Red Faction for N-Gage, notes that everything 3D in
that game was created with 3D Studio Max - levels,
characters, etc. As 3DS Max is a popular package among
almost all gaming platforms, but especially gaming
consoles and the PC, it will inevitably gain popularity
in the mobile arena as well. Competing programs such as
Maya, Lightwave, and Softimage may also begin to make an
appearance, but, Seiler predicts, 3DS Max will still be
the dominant off-the-shelf 3D package for the next
couple years.
A helpful skill, even for artists, is to have a basic
understanding of scripting. In small teams, and as most
in this arena are small, the artist often won't have
access to a permanent tools programmer, therefore
understanding macro scripts, or even writing your own,
can make the workflow in Photoshop significantly faster,
particularly when working with many small graphic files.
It is much the same for 3DS Max – the ability to write
scripts effectively can save the artist hours or even
days of work.
Another helpful tool is to have a good image viewer.
Seiler prefers ACDsee, which is capable of
viewing just about any non-proprietary image format, but
there are many such utilities on the market.
Given their size, mobile games will probably always have
the most limitations in terms of hardware. In PC and
console games having a 10,000 polygon model is often
okay, but, for instance, as Seiler explains, the
character models in Red Faction had to be limited
to about 150 polygons. It doesn't matter how good the
model looks, if it drops the game down to 5 frames per
second, it has to go. Seiler advises that knowing how to
do more with less is infinitely more important than
knowing the latest and greatest in 3D acceleration.
Lastly, the most important thing for an artist in the
mobile gaming world is to be flexible, and be willing to
be the jack-of-all trades. Specialization will continue
to grow, but, for now, the artist has to be willing to
do anything and everything, from creating pixel fonts to animating polygon models.
Key Skills for Mobile Game Designers
Designers for mobile games face some rather unique
challenges. In December 2003, at the Second Annual
Conference on Mobile and Ubiquitous Multimedia in
Sweden, keynote speaker Ernest Adams addressed
"Practical Considerations of Mobile Game Design". This
lecture addressed some of the practical considerations
surrounding mobile gaming from the perspective of the
game designer. Mobile games have a number of advantages
and limitations not found in other forms of video
gaming. In addition to the usual issues surrounding the
small size of the device, and the features offered by
networking, the designer must take into consideration
such contingencies as the personal safety and security
of the user, and the circumstances in which the game may
be played (on foot, in a vehicle, etc.). Playing games
on a mobile phone, it would seem, entail more
than the occasional danger of spilling Mountain Dew on
the couch. While seemingly mundane, these and other
factors influence the designer's creative choices, and
it is better to understand them in advance than to
create an innovative game, which proves to be unplayable
or unsalable for practical reasons.
Jess Dominguez, also of Monkeystone, summarizes that
the reality of shorter shelf lives and smaller budgets
for mobile games necessitates making important
trade-offs in game design, and devising simpler yet
creative gameplay elements that still result in a fun
game.
As it with all good game designers, regardless of
platform, scheduling and good communication skills
remain a must. Game designers must be able to create
tight schedules with a quick turnaround that take into
account the maximum number of supported platforms, as
well as the short-term foreseeable need for ports.
The mobile industry moves even more quickly than the
PC industry. This fast pace, combined with additional
lag times for contract negotiations with providers, BREW
(or equivalent) provider-based testing, lower
development budgets, and an emerging lag in game
deployment by providers, all serves to pressure
development teams to reduce their time to market. For
example, Don McClure of Digital Element, says his
company develops BREW and J2ME games from concept to
completion in three months or less. By utilizing a
global hybrid development approach, employing both full
time and permanent overseas programmers – which is why
he suggests that game designers also be familiar with
languages such as Russian, Chinese and Hindi – as well
as veteran Western-based development talent, McClure
says he is able to achieve high production value with
reasonable costs and schedules.
The designer must also consider the most appropriate
means of generating revenue from a small game. As Low
suggests in his article on how to make money from mobile
games, design consideration examples include games that
include updates or a global high score, games that
incorporate on-going events, such as sports-based games,
and games where the players can download add-ons are all
examples. Developers may also consider incorporating "micropayment"
elements to their game. For example, for 50 cents a
gamer could download a tire upgrade in a racing game.
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